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* AntiFrustrationFeatures: Enemies' hit boxes do not form until the first enemy hits the playfield border to prevent collision damage at the start of the stage while the enemies spread out from the center. All weapons would still hit them during that period as well.

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* AntiFrustrationFeatures: Enemies' hit boxes do not form until the first enemy hits the playfield border to prevent collision damage at the start of the stage while the enemies spread out from the center. All Most weapons would still hit them during that period as well.well.
* ChargedAttack: The havoc weapon works this way.
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* MercyInvincibility: Indicated by a flash on the screen. The invincibility wears off once the flash ends.

to:

* MercyInvincibility: Indicated by a flash on the screen. screen and the player's ship flashing. The invincibility wears off once the flash ends.flashes end.
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* AntiFrustrationFeatures: Enemies' hit boxes do not form until the first enemy hits the playfield border to prevent collision damage at the start of the stage while the enemies spread out from the center. Most weapons would still hit them during that period as well.

to:

* AntiFrustrationFeatures: Enemies' hit boxes do not form until the first enemy hits the playfield border to prevent collision damage at the start of the stage while the enemies spread out from the center. Most All weapons would still hit them during that period as well.
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Added DiffLines:

* MookMaker: The bosses which appear every 5 stages are these.
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* AntiFrustrationFeatures: Enemies' hit boxes do not form until the first enemy hits the playfield border to prevent collision damage at the start of the stage while the spread out from the center. Most weapons would still hit them during that period as well.

to:

* AntiFrustrationFeatures: Enemies' hit boxes do not form until the first enemy hits the playfield border to prevent collision damage at the start of the stage while the enemies spread out from the center. Most weapons would still hit them during that period as well.
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''Bullet System'' is an arena shoot 'em up by Kamikaze Koubou. The player selects one of eight weapons at the start and then defeat endless waves of enemies spawning in the playfield. The goal of this game is to gain a total high score, which is the sum of scores obtained from playing all eight weapons. Can be downloaded at [[http://www.vector.co.jp/soft/winnt/game/se504240.html Vector]].
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!!''Bullet System'' contains examples of:
* AntiFrustrationFeatures: Enemies' hit boxes do not form until the first enemy hits the playfield border to prevent collision damage at the start of the stage while the spread out from the center. Most weapons would still hit them during that period as well.
* CollisionDamage: The only way the enemy can damage the player's ship since that they do not fire any bullets. Some of player's weapons hits enemy this way. This is also the source of difficulty as more enemies spawn in the playfield.
* {{Combos}}: As of version 1.1, keeping the meter up allows more points per every point item collected.
* MercyInvincibility: Indicated by a flash on the screen. The invincibility wears off once the flash ends.
* ScoringPoints: The point of this game, as stated above.

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